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Malorne Control Druid

  • Last updated Jan 16, 2015 (GvG Launch)
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Wild

  • 19 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 6980
  • Dust Needed: Loading Collection
  • Created: 1/10/2015 (GvG Launch)
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  • Battle Tag:

    Snow#11305

  • Region:

    US

  • Total Deck Rating

    77

View 18 other Decks by JoeSnow4Sho
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I wanted to make a druid deck with Malorne so this is what I am currently running. Control druid with no Force of NatureSavage Roar combo. This deck is EXTREMELY strong vs fatigue/mill decks. You keep the heals in your hand until very end and then save Malorne for after they have used all of their removal. 

Much more of a defensive Druid build with the Healing Touch and Antique Healbot giving you the possibility of healing 16 health on turn 8. Helps a lot to stabilize against aggro and help draw the game out until the later rounds where you shine more.

Goal is to take the board either through good trades or by ramping up with Innervate and Wild Growth

Against aggro try and get the most value out of your Swipe and taunts and stabilize with your healing to take you into later turns where they should not be able to make it past your taunt walls and damage.

Against control look for good opportunities to swing the board with Naturalize and your heavy hitters. Though it is a silly combo you can always Sylvanas Windrunner and then Naturalize it to steal a minion. More of a desperation play but against single target it's a 6 mana mind control at the cost of your opponent drawing 2 cards.

Black Knight and Big Game Hunter help Handlock matchup a lot. Big Game Hunter is great against all of the Dr.Boom's out there too. Black Knight can easily be dropped for another card if you want. Harrison Jones isn't a bad idea as well as dropping another card and adding in one combo of Force of Nature and Savage Roar if you would like.

Kel'Thuzad works well in getting value out of playing him and trading damaged minions or Sludge Belcher and he also can not be Big Game Huntered which is a plus. Malorne is your only Big Game Hunter target in the deck and at least he goes back into your deck if they BGH him lol. You could always drop him for Cenarius and also drop The Black Knight and 1 Naturalize for Force of Nature and Savage Roar give you a good late game setup for the combo. Lot's of flexibility here.

Against aggro using Naturalize seems silly as you just feed their hand but if you can save yourself future damage by taking out early threats you should be able to make it to mid game and start dropping taunts and heals. Once you stabilize you should be in good shape.

 *EDIT 1* Ok I dropped the shade's they didn't seem to fit as well not having combo in the deck. Instead I added some Ogre Brute's which are good value for their cost and aren't even bad as a turn 1 innervate play against aggro.

*EDIT #2* Ogre Brute is out and Shade of Naxxramas are back in lol. Didn't care for the Ogre's as much throughout testing.

 

Feedback welcome. Thanks for checking the deck out